Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: aldo_14 on September 11, 2001, 07:20:00 am
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Anyway, piccies;
(http://homepage.ntlworld.com/g.white19/rosmerta1.jpg)
A wing of Claymore Mk.2 launch for battle
(http://homepage.ntlworld.com/g.white19/rosmerta2.jpg)
Strafing is A-1 SUPAR!
(http://homepage.ntlworld.com/g.white19/rosmerta3.jpg)
2 duke it out - only one can survive.
(just over 3km long, 36 turrets, 6 dock points (3 for helicopter-style dropships, 3 on the bottom of freighters), carrier class)
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(No-one lives forever)
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[This message has been edited by aldo_14 (edited 09-11-2001).]
[This message has been edited by aldo_14 (edited 09-14-2001).]
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I love the design. If I was home and not on this god-awful school computer, I'd probably have some more comments on it.
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I need more views from the back of the ship, and brighter pics too, before giving any judgement.
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Visually very nice but tactically the placement of the turrets is terrible!
I like ships to look planned and those turrets wouldn't make it past the first concept review board.
Sorry , and it's not a put down of you abilities , but the design need serious thought.
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Phil.
Trust In Me &
Fall As-well
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true, I didn't notice, but barreled turrets behind walls are kindda useless...
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the back!!! I want to see the back!!! engines and bridge, please (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
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Originally posted by venom2506:
the back!!! I want to see the back!!! engines and bridge, please (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
Ok...(unturreted hull-546 polys)
(http://homepage.ntlworld.com/g.white19/rosmerta-top.jpg)
Top (Showing 'flightdeck')
(http://homepage.ntlworld.com/g.white19/rosmerta-ps.jpg)
Perspective
(http://homepage.ntlworld.com/g.white19/rosmerta-back.jpg)
back
(http://homepage.ntlworld.com/g.white19/rosmerta-front.jpg)
Front
(http://homepage.ntlworld.com/g.white19/rosmerta-side.jpg)
Side
(oh, and RE: Turrets - i wanted sub-objects to blow up as the player exits - particularly if the ship is going down too (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif) )
[This message has been edited by aldo_14 (edited 09-11-2001).]
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looks cool to me (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
hehe, I can imagine: "to all personnal, please evacuate immediately, hull integrity violated, destruction of the ship imminent!"
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Ack, that turret placement is pretty bad (http://dynamic.gamespy.com/~freespace/ubb/noncgi/wink.gif) But wow, I didn't realise that they took up 1600 polys, those turrets alone. I would go with putting a few beam turrets on the outside blue surfaces, just the small flat turrets. Flak could be good too, I suppose... (http://dynamic.gamespy.com/~freespace/ubb/noncgi/wink.gif)
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Right, I'e totally redone the turret placement... the ship now has 36 small beam-style turrets, mainly flak with a number of AAAf and weaker beams (new types that Raven has done).
There are also 8 'storage pods' on the flight deck, which can be destroyed (complete with debris)... there are 1/2 clipping errors with 2 of the turrets, but these are so small I'm prepare dto ignore them to get it finished.
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Updated with the first 'proper' in game piccies.
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I agree with everone else about the turrets, but DAMN! Excellent texturing job! How do you do it? I've tried to texture capships before (and there is no way anyone will get me to post pics! (http://dynamic.gamespy.com/~freespace/ubb/noncgi/redface.gif) ) but I've been getting some unpredictable results in TS3.1 with the UV projections (some faces have some wierd attachments and diretion) Any help would be appreciated.
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Originally posted by jonskowitz:
I agree with everone else about the turrets, but DAMN! Excellent texturing job! How do you do it? I've tried to texture capships before (and there is no way anyone will get me to post pics! (http://dynamic.gamespy.com/~freespace/ubb/noncgi/redface.gif) ) but I've been getting some unpredictable results in TS3.1 with the UV projections (some faces have some wierd attachments and diretion) Any help would be appreciated.
Well, I don't have TS3 - I have Ts5, but the best thing I could recommend is to learn how to select the individual faces and apply UVmaps to them - this makes it easier to resize maps to fit, and you can also rotate the UV if need be... i'm assuming you already have box mapping.
As for the textures themselves, one good thing I've found is to draw new ones with, say PSP, workl around with adding some details uasing semi-transparent layers, and using the illumination tool, which works well... also, the 'lights' on the sides are slightly decieving - I use a masp (say AWAC1) and then add a 'strip' cut out from one of the light maps (TSoupLights1a) - this looks better than simply using the old maps... I hope this is of some use.
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CRAP aldo, you sure know how to make a person feel stupid! ( (http://dynamic.gamespy.com/~freespace/ubb/noncgi/lol.gif) )
It never even occured to me that you could UV map faces independently of the rest of the model... Do you know what this means to me!
...
(it means I have to retexture most of my fighters, that's what it means... (http://dynamic.gamespy.com/~freespace/ubb/noncgi/lol.gif) )
Thanx Aldo, that should be a HUGE help to me.
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No luck trying to do UV maps for individual faces... I'm afraid that TS3 may not support it (can't find it in the help dialog, and none of my experimenting has yeilded anything), how do you do it in TS5?
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Originally posted by jonskowitz:
No luck trying to do UV maps for individual faces... I'm afraid that TS3 may not support it (can't find it in the help dialog, and none of my experimenting has yeilded anything), how do you do it in TS5?
In TS5, you can simply right click on the face, and there is a 'green box' icon in the left-hand bottom toolbar, which has the face selecting tool on it...simply select the face and click on 'planar' mapping (this seems to be best - box is also good - you can also rotate the uv plane to alter the texture position)
RE: fighters, I actually use a freeware tool called 'UVMapper', which allows me to use seperate maps for each side of the ship (top, bottom, sides, etc) as well as shifting vertexes so areas don't overlap.
It can be a bit tough to use, but luckily Eth gave me a lot of help in figuring it out.
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That's what I thought... TS3 has no such tool, and likely no such capability. Do you know if TS4 does? (time to start saving up my pennies and nickels (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif) )
I don't have any ability to convert *.cob files into anything else so my copy of UVMapper doesn't do me much good (don't have the cash to get a registered version of 3dexplorer either (http://dynamic.gamespy.com/~freespace/ubb/noncgi/lol.gif) ). Hmmm, I think TS3 can save files as 3dmax ASCII files, maybe, I'll have to check.
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I want I want I want!
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Originally posted by jonskowitz:
That's what I thought... TS3 has no such tool, and likely no such capability. Do you know if TS4 does? (time to start saving up my pennies and nickels (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif) )
I don't have any ability to convert *.cob files into anything else so my copy of UVMapper doesn't do me much good (don't have the cash to get a registered version of 3dexplorer either (http://dynamic.gamespy.com/~freespace/ubb/noncgi/lol.gif) ). Hmmm, I think TS3 can save files as 3dmax ASCII files, maybe, I'll have to check.
i think TS4 has.... if you can find 3dExploration 1.5.3 somewhere, I think that can be used indefinately...
Does Ts3.1 have a further patch for this stuff?